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LESSON 1:

MEANING OF EDUCATIONAL TECHNOLOGY


EDUCATIONAL
TECHNOLOGY
Educational Technology is a
complex, integrated process
involving people, procedures,
ideas, devices and
organization for analyzing
problems and devising,
implementing, evaluating,
and managing solutions to
those problems, involve in all
aspects of human learning.
Educational
Technology consists of
the designs and
environment that
engage learners, and
reliable technique or
method for engaging
learning such as
cognitive learning,
strategies and critical
thinking skills.
Educational
Technology is a
theory about how
problems in human
learning are
identified and
solved.
Educational
Technology is a
field involved in
applying a complex,
integrated process
to analyze and
solve problems in
human learning.
Educational
Technology is a field of
study which is
concerned with the
practice of using
educational methods
and resources for the
ultimate goal of
facilitating the
learning process.
Educational
Technology is a
profession like
teaching. It is made up
of organized effort to
implement the theory,
intellectual technique
, and practical
application of
educational
technology.










TECHNOLOGY
IS A BOON
* when use for
communication and data
transfer;
* when use to ugrade
educational quality; and
* when use to elevate
instructions for the
benefit of the learners.
TECHNOLOGY
IS A BANE
* when the learner surfs
the Internet for
pornography;
* when TV makes the
learner a mere spectator
not an active participant
in the drama of life; and
* when the learner gets glued
to his computer for computer-
assisted instruction
unmindful of the world and so
fails to develop the ability to
relate to others.
LESSON 2:
TECHNOLOGY: BOON OR BANE?

DDD





The Roles of
Educational
Technology in
Learning
Technology as
tools to
support
knowledge
construction
Technology as
information
vehicles for
exploring
knowledge to
support learning-
by-doing
Technology as
context to
support
learning-by-
doing
Technology as
a social
medium to
support
learning-by-
coversing
Technology as
intellectual
partner to
support
learning-by-
reflecting
LESSON 3:
THE ROLES OF EDUCATIONAL TECHNOLOGY





Define
Objectives
(Identify
content)
Choose
appropriate
methods
Choose
appropriate
experiences
Select
materials,
equipment
and facilities
Assign
personnel
roles
Implement
the
instruction
Evaluate
outcomes
Refine the
process
LESSON 4:
SYSTEMATIC APPROACH TO TEACHING
LEARNERS






The Cone of Experience is a visual model, pictorial device that
presents bands of experience arranged according to degree of
abstraction and not degree of difficulty. The farther you go from the
bottom of the cone, the more abstract the experience becomes.
Verbal
Symbols
Visual
Symbols
Recording,
radio and
still pictures
Motion Pictures
Educational Television
Exhibits
Study Trips
Demonstrations
Dramatized Experiences
Contrived Experiences
Direct Purposeful Experiences
LESSON 5:
THE CONE OF EXPERIENCE
LESSON 6:
USING AND EVALUATING INSTRUCTIONAL MATERIALS






To ensure the effective use of instructional materials, Hayden Smith
and Thomas Nagel, (1972) book authors on Instructional Media,
advise us to abide by the acronym PPPF.


You know your leson objectives and what you expect
from the class after the session and why you have
selected such particular instructional material.
You have a plan on how you will proceed, what questions
to ask, how you will evaluate learning and how you will tie
loose ends before the bell rings.
Prepare
yourself
Set reasonably high class expectations and learning goals.
It is sound practice to give them guide questions for them
to be able to answer during the discussion.
Motivate them and keep them interested and engaged.
Prepare you
students
Present the material under best possible conditions.
Many teachers are guilty of R.O.G. Syndrome.
This means "running out of gas" which usually results
from poor planning.
Present the
material
Remeber that you use instructional material to achieve an
objective, not to kill the time nor to give yourself a break,
neither to merely entertain the class.
You the instructional for the attainment of a lesson
objective.
Follow up
LESSON 7:
DIRECT, PURPOSEFUL EXPERIENCE


S AND BEYOND







Direct purposeful experiences
referred to as our concrete and
firsthand experiences that make
up the foundation of our learning.
Direct experiences may be
preparing meals, making a piece
of furniture, doing powerpoint
presentation, performing a
laboratory experiment, delivering
a sppeech, or taking a trip.
Contrived Experiences are edited
copies of reality and are used as
substitutes for real things when it is
not practical or not possible to bring
or do the real thing in the classroom.
Model
A model is a
reproductio
n of a real
thing in a
small scale,
or large
scale, or
exact size-
but made of
synthetic
materials. It
is a
substitute
for a real
thing which
may or may
not be
operational.
Mock-up
A mock-up is
an
arrangement
of a real
device or
associated
devices,
displayed in
such a way
that
representati
on of reality
is created.
The mock-up
may be
simplified in
order to
emphasize
certain
features.
Specimen
A
specimen
is any
individual
or item
considere
d typical
of a
group,
class or
whole.
Objects
Objects may
also include
artifacts
displayed in
a museum,
exhibits or
preserved
insect
specimens in
science.
Simulation
Simulation is
a
represenatio
n of
manageable
real event in
which the
learner is an
active
participant
engaged in
learning a
behavior or
in applying
previously
acquired
skillsor
knowledge.
























LESSON 8:
TEACHING WITH CONTRIVED EXPERIENCES
Dramatized Experiences
Plays =
depict life,
character, or
culture or a
combination
of all three.
Pageants =
are usually
community
dramas that
are based on
local history,
presented
by local
actors.
Example:
Historical
Pageant that
traces the
growth of a
school.
Pantomime
= is the art
of conveying
a story
through
bodily
movements
only.
Tableau = is
a picture-
like scene
composed
of people
againsts a
background.
Examples:
Celebrate
Independen
ce Day,
Christmas
and United
Nations Day
Puppets = can present ideas with extreme simplicity - without elaborate
scenery or costume - yet effectively.
Types of Puppet:
Shadow
Puppets =
are flatback
silhouette
made from
lightweight
cardboard
and shown
behind a
screen.
Rod Puppets
= are flat cut
out figures
tacked to a
stick, with
one or more
movable
parts, and
operated
from below
the stage
level by wire
rods or
slender
sticks.
Hand
Puppets =
are the
puppets
head is
operated by
the four
fingers of
the
puppeteer,
the little
finger and
thumb being
used to
animate the
puppet
hands.
Glove-and-
finger
Puppets =
are make
use of old
gloves to
which small
costumed
figure are
attached.
Marionettes
= are
flexible,
jointed
puppets
operated by
strings or
wires
attached to
a cross bar
and
maneuver
from
directly
above the
stage.
























LESSON 9:
TEACHING WITH DRAMATIZED EXPERIENCES











LESSON 10:
DEMONSTRATION IN TEACHING
showing emphasizing the is defined as a public Demonstration
salient merits, utility, efficiency, etc, of an article or product.










LESSON 11:
MAKING THE MOST OF THE COMMUNITY
RESOURCES AND FIELD TRIPS
Educational
Benefits
Derived from
a Field Trip
* The
acquisition of
lasting
concepts and
change in
attitudes are
rooted on
concrete and
rich
experiences.
* Field Trips
bring us to
the world
beyond the
classroom.
* Field trips
have a wide
range of
application.
* It can bring
out a lot of
realization
which may
lead to
changes in
attitudes and
insights.









The film, the
video and the
tv are indeed
very powerful.
Dale (1969)
says, they can:
transmit a
wide range of
audio
bring models
of excellence
to the viewer
make us see
and hear for
ourselves
world events
as they
happen
be the most
believable new
source
can be both
instructive and
enjoyable
LESSON 12:
THE POWER OF FILM, VIDEO AND TV IN THE CLASSROOM







Visual Symbols
Drawings
Cartoons
Strip Drawings
Diagrams
Affinity Diagram
Tree Diagram
Fishbone Diagram
Charts
Tree or Stream Chart
Flow Chart
Organizational Chart
Comparison and Contrast Chart
Pareto Chart
Gannt Chart
Graphs
Bar Graph
Pie or Circle Graph
Pictorial Graph
Graphic Organizers
Maps
Physical Map
Relief Map
Commercial or Economic Map
Political Map
: 31NNOS EL
S1WBIHS AHSI HNIW3 NIHCO3N
: LESSON 14
MAXMZNG THE USE OF THE OVERHEAD
PROJECTOR AND THE CHALKBOARD










Advantages of
Overhead
Projector
the projector
itself is simple to
operate
the overhead
projector is used in
the front of the
room by the
instructor, who has
complete control of
the sequence,
timing, and
manipulation of his
material.
it is especially
easy for teachers
and stydents to
create their own
materials for use
in the overhead
projector
there is an
incresinf number
of high-quality
commercial
transparencies.









Projet-based multimedia learning is a teaching method in
which students acquire new knoledge and skills in the
course of designing, planning and producing multimedia
project.
Dimensions of
project-based
Multimedia
learning
Core
Curriculum
Real-World
Connection
Extended
Time Frame
Student's
Decision
Making
Collaboration
Assessment
Multimedia
: 31NNOS EL
PROJECT-BASED LEARNING
AND MULTIMEDIA: WHAT IT IS?







LESSON 16:
USING THE PROJECT-BASED LEARNING
MULTIMEDIA AS A TEACHING-LEARNING
STRATEGY

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